@commander-jeff 2, they retreat to One sz Area wherever any of the Transports came from- also the Units stay on the Transports!
To elaborate on this, the transports may retreat to a sea zone from which any of the original attacking sea units entered, so if the destroyer and/or sub actually entered from a different direction than the transports, that sea zone would also be valid for the retreat.
Also, if none of the sea zones from which any of the attacking units entered were friendly (they all started in enemy-occupied zones) or all of the attacking units were already in the contested sea zone to start with, no retreat would be possible and the transports would be automatically destroyed. Of course, in the latter case the attacking units could combat move out of the sea zone and then back in in order to establish a retreat route, assuming there were an adjacent friendly sea zone.
Perhaps we could do something with the morale chart where if a country goes into total war or buy some of those new units you described (perhaps it could be only limited to the units that use new technology, such as Tiger Two tanks, E-100 tanks, Type 21 U-boats or new research developments as well), the morale goes up, symbolising the public’s renewed hope in these developments.
These are some ideas for morale effects:
Higher or lower industrial production (either losing or gaining extra space in industrial complexes, or units being cheaper or more expensive)
If morale drops really low, perhaps units on the side that is affected cannot attack, have a penalty when defending, and only defend normal when defending original territories (may not apply to special units, such as fanatical Waffen SS, or elite Guards infantry, US Marines, or British Commandos, and obviously elite infantry-after all, that’s partly why they are elite units).
When morale drops extremely low (probably the lowest on the chart), there could be a possible revolution which could make the country surrender. How this works is that all of the power’s territories will no longer allow units to enter from any side. All foreign units inside these territories will have to move to the closest friendly adjacent territory (it can also be the closest friendly transport, provided that the transport is not full). The power will stay neutral for the rest of the game. Another idea is that for certain countries (or possibly all, I’m not sure about the likelihood of this happening) such as Italy or France, they can instead defect to the other side, making it a full member of the opposite side. If Italian morale has fallen so low that this happens, a German take over of Italy can happen the moment this happens, instead of having to wait for Germany’s turn (whenever the Allies capture an original Italian territory, they liberate it instead). Whichever version is used, any revolution happening will have the power return all captured territories to the respective powers on the other side.
Perhaps if morale is high, units can get an attack and defence bonus, especially on original territories.
Another idea I have is that if morale is lower than a certain level, the player can spend IPCs to make it go up again. This cannot happen after a revolution (if a power defects to the other side, they can still spend their IPCs to raise morale for continueing fighting on the side they defected to).
@Franklin_Cain The problem with a 6+5 rule is that the Axis are almost always at or near 11 cities after 6 rounds. Germany with a simple crush Russia assault should have Novgorod (Leningrad), France, Germany, Poland + Italy has Rome = 5 with Volgograd as the relatively easy 6th VC. Japan has Japan, Kiangsu, Kwangtung, Philippines, and with some effort India = 5.
If the Axis don’t have to get those extra cities (8 Europe or 6 Pacific), then they don’t have to extend themselves to get the “last” VC. India is a stretch for Japan, but not terrible if that is all they need. They can afford to lose a few aircraft if they never have to go get Australia or Hawaii. Similarly, the Germans can easily take Volgograd and leave Moscow alone. The Russians don’t have the flexibility to defend both against the Germans so one of them will fall.
Bumping up the number to 7+5 is still putting a lot of pressure on the Allies. The Germans should be able to takedown Moscow by maintaining a good focus in the East. The Allies might be able to defend Egypt and have a sizeable force in the Middle East, but they may not (probably won’t) initially be in a position to takeback Volgograd immediately after the fall of Moscow. So again the Axis “win” without really having to exert themselves. The magic number of 8 was developed after lots of game testing and is a surprisingly good rule.
That all said, changing the VC count is another way (besides the bid) to level the playing field between players of dissimilar abilities. If you wanted to let the newer player take the Axis and lower the VC count, then you could have a competitive game.
As you’ll see, when the complete rulebook with set up charts is released, the outcome of the War is not settled yet.
1943 was the year, when Germany finally implemented the Total War concept. The Axis Powers still had options to alter the outcome of the War - not by outproducing the Allies - but by taking advantage of every single advantageous opportunity. And by planning a decisive and superior strategy - without any flaws. And carry it out with determination.
In the game there is no bureaucracy - no internal conflicts in any Nation, that could weaken the War effort. Every single decision is made with one goal only - to win the War.
The game depends solely on what strategy players might choose - and how these strategies are carried out.
It is truly a big challenge for the Axis to win the War. And there is no room for errors… or else, Germany & Japan will have to fight for their lives.
You’ll experience massive Panzer Armies and Army Groups from the very beginning of the game. Within a few rounds, some of the most famous combat units of World War II are available to the players. This will bring even more options to get your Nation closer to Final Victory.
The Axis & Allies Global 1943 House Rules Expansion will definitely bring tons of fun and challenge - even though the game is playable in a few hours.
I use Factory Limited from the Redesign Thread. I find them to work well.
“FactoryLimited” Air and Naval Bases now cost 12. All captured and newly constructed Minor Factories may only produce Artillery, AAguns, Armor, Mech Infantry, Mobile Infantry, Marines, Elite and Infantry. If a NB is present you may also build Subs, Transports, Escort Carriers and Destroyers. If an AB is present you may also build Fighters and Tac Bombers.
ABs are required to build Fighters, Tac Bombers, Bombers and Air Transports. Bombers and Air Transports may only be built in Factories on originally owned Territories that also have an AB. In addition, Bombers and Air Transports may not be built in the following territories: Kwangtung, Egypt, Norway, Alaska, West India and Korea. May not build at an AB with 3 or more damage.
NBs are required to build all Naval Units. BBs, CVs and CAs may only be built in Territories with originally owned starting Factories. These Territories must also have a NB (Need not be original NB). May not build at a NB with 3 or more damage.
So similar to what you’ve suggested. Basically the Big Guns can only be built in original major factories.
@midnight_reaper that’s a cool idea and I might have to try it. However I don’t like the idea of getting advancements for free, which is why I like some sort of facility to buy. Since the G40 R&D board seems to have the better advances on one side I’d say you have to roll a 1-4 to get the 1 column, and 5-6 to get the second. Maybe even through in an added cost to get 1-3 & 4-6. But again with that, I think countries should have to build the facilities in their capitol instead of anywhere and starting with them.
@the-captain Offhand it looks fascinating, will be anticipating it- been working on my Own Enhanced Expansion House rules for G40 as well, my group has been playtesting it over the YouTube for close to 8 months! Hopefully will be close to posting the finished product very soon on the House rules Forums before autumn time!!!
@the-captain yea the wolfpacks are pretty effective in my limited experience with them. If you decide to send the Bismark to Scapa Flow after the Hood and if given the option, retreat and the Hood goes to Iceland, a wolfpack has a good chance to sink it without loss.
You’ll still be a wolfpack for defense if the Americans are activated and try and come after you as well.
Definitely changes it up. I like em. Adding some more convoy zones would be something you guys might consider as well. just a thought : )
This rule is part of the Axis & Allies Global 1940 2E, House Rules Expansion.
The increased IPC values in the Pacific Theatre (which reflects both strategic importance as well as oil resources - see Topic that describes the Expanded Pacific Theatre) makes this Battlefield crucial for both sides - in order to turn the tide of War to their own favor.
The Increased Ship Building rule helps both sides to perform major offensives and create multiple Naval Task Forces.